Yes that engine looks great man WOuld love to do something with it someday Gok, no way man, reflections were just invented a century ago or something like that... more or less on the british industrial revolution....
Working on this little fellah for a mini lowpoly challenge Theme: weapon, Specs: 1024 textures, 4.000tris Funny thing tho (but logical imho), I loaded this in few realtime engine, and there is a big difference between each one
JKMakowka - after seeing your stuff I downloaded that game engine and although it seems to support normal mapping for environments, I didn't see any normal mapped characters - could you enlighten me please
Cool Shimmer...I was wondering how to approach texturing skin for a normal mapped character and this clears it up a bit. Can you tell me what the illumination pass is doing? Is it self-illumination, and what engines support it?
Here's a screenshot of the mod I've been working on. Using Sauerbraten as the game engine, and I've been working on replacing all of the default assets. (so that I won't be stepping on any other artists' toes) This is a pic of the menu system.
DH -- awesome man I'm gonna throw my character in UE3 when he's done (only have pants and fingers to go!) I hope I can achieve somewhat of the same effect. The engine is so freakin' powerful!
i use the selfillumination for faking SSS. So basicly i have a falloff set up in max. The more the light hits the sruface the more it will be illuminated. the map defines which areas are more illumnated, the nose for example has no real bones, so the light can go thorugh it easyly. Thats the reason why our noses are a bit…
Thx for the comments, I don't go too far on some details because we work on a mod for w3d engine, wich is limited with quality. Anyway, here is my last work. Enjoy. Model by Nightcrawler Unwrap by Volkov Skin by Renardin
ATM I'm working on Misc Models for our new Q2E engine based game called "OverDose". http://www.quake2evolved.com/overdose So in between new engine tests with high poly terrain and blending i'm making misc models for the map with local maps and specular. I'll post a few shots here in diffuse lit only, and the rest can be…
some more work on this steampunkish train thingy ive been making on my free time(i might actually get enough time to start on the engine and steam pipings on my winter break ) still 100% diffuse,no baked lightmaps yet either.